#version 330 core

// Input vertex data, different for all executions of this shader.
layout(location = 1) in vec4 in_vertexPos;
layout(location = 2) in vec4 in_Color;
out vec4 ex_Color;
uniform mat4 PV;
uniform mat4 SRT;

void main(){

	gl_Position = PV * (SRT * in_vertexPos);
	ex_Color = in_Color;
}